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mart7x5
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FT = fungal tower... just forgot that
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Hercules
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in Tir Na Og
Sep 2002 time: 05:22
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OK I have upgraded 1-1-1 units in KodyC and Verres Loft to police units
Last edited by Hercules on 22-03-2005 at 05:29
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mart7x5
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I thought either a new coastal base south from VL or near fungal tower north. We need though a COP for coastal base for sure. Maybe SH would do one more?
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GeoModder
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The most erratic Overlord!
Jan 2004 time: 06:22
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Ah what the heck, couldn't sleep anyway:
I toyed a bit around with the crawlers in that midsave, and I think this may be a more effective use for them:
Around Snowflake:
23,69 to 25,69 and crawl nuts
24,70 to 26,66 and crawl nuts
21,71 to 19,71 and crawl energy
replace workers in Snowflake Haven to 23,69 and 24,70
Googlieplex:
replace worker to 21,71
Rock Paper Scissors: 23,61 worker to 26,64
Kodycryptor: 22,59 worker to 23,61
Rehome 22,52 crawler to Heavens Gate and put it back on minerals on 22,52
Crawler 18,64 to 16,66
Former on 19,51 a farm I suppose
Former on 30,76 assist on the mine at 27,75
Former in RPS to 26,64 and start a farm there
Crawler 17,69 to 19,69 and crawl nut
Crawler 17,67 to 17,69 and crawl nut
Those last two is to rehome the EM crawler to Googlie eventually.
I don't know for those 4 formers on 16,66. Borehole on 16,68?
One of them to 19,67 to construct a road there for future mine?
Rush production in Hercules Station, Googlieplex and Snowflakes Haven fully, rush the probe foil in Kodycryptor with 7 energy (if the worker replacement I mentioned before found place, otherwise it's probably a bit more).
Last edited by GeoModder on 22-03-2005 at 06:46
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mart7x5
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Just a question. I noticed our Plasma defensive 1-3-2 was changed to 1-3r-2, which is 40 minerals, not 24. Was that intentional, or artefact of the game engine?
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mart7x5
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Googlieplex has only 9 minerals Geo, I do not recommend hurrying then. Next turn.
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mart7x5
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Here are proposals for building orders:
EM - we start to have ecodamage problems. I think of Tree Farm there. It did the plasma prototype, so RPS can take over now.
GX - (Geomatrix) no changes so far.
Gplex - Maybe Command Center? It then maight make some offensive unit, unless RPS will do it.
HG - maybe further increase the defensive value of the base, Children Creshe gives such bonus.
HS - Recycling Tanks and hurry them? We have now exactly 10 minerals. full, since production is below 10 minerals
KP - supply crawler? hurry by 6 or 7 EC? Depends on the production. The way i determine is, for example with +15 minerals per turn. We gonna have left 5 still empty, so we get 10 already accumulated. This way we need to hurry like by 11 less. In my game, only first 4 are for 2 EC, the fifth is for 3. We lack 7. So we need to "buy"2 minerals. Each is 3 EC, then we need to spend 6 EC total.
KC - hurry Foil Probe. I have actually different cost, like 6 EC needed. when the production is 15.
RPS - Plasma Defender? that 1-3-2 one, for 24 minerals. We will have it next turn. Then we might make hopefully some 6-1-1 or 6-1-2.
SH - Recycling Tanks and hurry them as suggested. 10 minerals now there. full, since production is below 10 minerals
VL - hurry colony pod full menerals
Last edited by mart7x5 on 22-03-2005 at 08:21
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mart7x5
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Also the crawler from KP, which is in forest in 17,67, I would put on the farm 20,64 and make two nuts there. This way we get growth to size 7 next turn in KP. Just seeing other stuff.
31,69 is rocky tile, I started road in order to get a mine there. If we are going to make a new base next to the fungal tower, I would go actually to 31,67. Make a road there, so when in 2166 it is done, the pod can just right away establish a base, very fast travel. Also the former would serve as temporary defense, till we get a regular police unit there or other plasma?
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mart7x5
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I would start a borehole on 16,68 with two formers free now, later the next two will join, we might put some defensive unit there too in case of a mw. This way we get borehole like in 6-7 turns. around 2170. We better get Tree farm in KP by then
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mart7x5
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EM and KC are at the population limit 7. We do not need more food there. I set up two librarians in EM, so we have no ecodamage there. This way we have +77 labs/turn; +19 EC/turn
Ok, this way we get each crawler making 2 or more min/nut/energy. I still can produce a clean save, If you agree on those changes. Also we need to move still :
- scout escorting the COP to HG
- rover to hive border, it seems Yang sent the troops again 
- foil probe to Gaian direction. Though frankly I have impression, we will not find easily a coastal base of theirs. Smart...
And ecodamage ratings:
EM 2
KP 7 (this turn only in order to get the growth, then we get it lower I guess)
KC 2
Let us hope no fungus next turn
Last edited by mart7x5 on 22-03-2005 at 08:30
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mart7x5
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I can prepare a midsave. with stuff entered.
I am not sure, if you then end the turn, Hercules, a reload would result.
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mart7x5
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Ok, here is my mid save.
Plasma defender is also hurried 1 mineral, since RPS have less minerals after adjustments. A lot of things get done also next turn. I thought that Gplex may do COP maybe this turn, then Command Center. We better do them, or someone will infiltrate us the way we did it on ZZT base of Morganities.
Still 4 units to be moved:
- transport foil I propose 1 tile SW only. I have a plan of attampt to infiltrate either Zakh or Spartans on the North, so we need only to approach 1 tile the probe for the next turn, and then speed north to release it there. We may have a spartan probe action this way in 2168
- foil probe near Gaians
- scout between HG and KC
- Rover near Hive border.
I did some diplomacy, so recheck it maybe. If you have reload message, Hercules, I think do the turn and Geo may just end it and make morgan turn. No abuse here should result, as we do not make any parallel moves 
Attachment: acdg3-angels-2164-mid3.zip
This has been downloaded 3 time(s).
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mart7x5
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I said I did almost all what you proposed. I got crawlers a bit different, that is all.
Sory, that I am that lazy this turn 
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Well, I did hurrying too
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And soon a special proposal of Spartan probe action in 2168
Last edited by mart7x5 on 23-03-2005 at 04:14
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Hercules
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in Tir Na Og
Sep 2002 time: 05:22
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I mean is it possible there is a sea base at 50, 74 or should we continue east and see if there is a base at around 54, 68.
Also with offering the pact did we decide what happens when we then attempt to infiltrate?
If it endangers pact should we change our pact offer from not pre accepted. Let the gaians accept first. Next turn we might get one risky shot at infiltration without detection.?
Last edited by Hercules on 23-03-2005 at 06:36
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